public override void OnSuperBlade(PlayerBasic user, PlayerBasic aim, float Damage = 0) { float damage = Damage * addPercent; aim.ActerHp -= damage; aim.OnAttackWithoutEffect(aim, damage, true, true); }
public override void OnAttack(PlayerBasic user, PlayerBasic aim, float TrueDamage) { if (isCooled) { isCooled = false; float damage = user.ActerHpMax * addPercent; aim.ActerHp -= damage; user.OnAttackWithoutEffect(aim, damage, true, true); } else { coolingTimer -= 0.5f; } }
public override void effectOnUpdateTime(PlayerBasic user) { makeCool(); if (theAim) { timer += systemValues.updateTimeWait; if (timer >= timerAll) { timer = 0f; float damage = damageAll * timerAll; user.OnAttackWithoutEffect(theAim, damage, false, true); damageSave += damage; if (damageSave >= damageMax) { theAim = null; } } } }
public override void OnBeAttack(PlayerBasic user, PlayerBasic attacker) { float damage = attacker.ActerHp * reDamagePercent; user.OnAttackWithoutEffect(attacker, damage, false, true); }